The Size fix (d4222db) changed Size.Width to Y axis and Size.Length to
X axis but only updated DrawPlate/LayoutViewGL. BoundingBox, WorkArea,
rotations, DXF export, and engine code still used the old Width=X
convention, causing the fill engine to get a swapped work area (60x120
instead of 120x60) and parts to fill in the wrong direction.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
The BestFitFilter's aspect ratio cap of 5.0 was rejecting valid pair
candidates needed for narrow plates (e.g. 60x6.5, aspect 9.2) and
remainder strips on normal plates. Three fixes:
- BestFitFinder: derive MaxAspectRatio from the plate's own aspect
ratio so narrow plates don't reject all elongated pairs
- SelectPairCandidates: search the full unfiltered candidate list
(not just Keep=true) in strip mode, so pairs rejected by aspect
ratio for the main plate can still be used for narrow remainder
strips
- BestFitCache.Populate: skip caching empty result lists so stale
pre-computed data from nest files doesn't prevent recomputation
Also fixes console --size parsing to use LxW format matching
Size.Parse convention, and includes prior engine refactoring
(sequential fill loops, parallel FillPattern, pre-sorted edge
arrays in RotationSlideStrategy).
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
- Add verbose per-file and per-sheet-size console output during collection
- Skip already-processed parts at the sheet-size level instead of all-or-nothing
- Precompute best-fits once per part and reuse across all sheet sizes
- Clear best-fit cache after each part to prevent memory growth
- Save best-fits in separate bestfits/ zip entries instead of embedding in nest.json
- Filter to Keep=true results only and scope to plate sizes in the nest
- Set nest name to match filename (includes sheet size and part count)
- Add TrainingDatabase with per-run skip logic and SQLite schema
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Store hull edge angles in BestFitResult at evaluation time so they
don't need to be recomputed during the fill phase. Extract
GetHullEdgeAngles(Polygon) overload from FindHullEdgeAngles.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Thread ISlideComputer through BestFitCache → BestFitFinder →
RotationSlideStrategy. RotationSlideStrategy now collects all offsets
across 4 push directions and dispatches them in a single batch (GPU or
CPU fallback). Also improves rotation angle extraction: uses raw geometry
(line endpoints + arc cardinal extremes) instead of tessellation to avoid
flooding the hull with near-duplicate edge angles, and adds a 5-degree
deduplication threshold.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
ISlideComputer abstracts batched directional-distance computation so GPU
implementations can process all slide offsets in a single kernel launch.
GpuSlideComputer uses ILGPU with prepared edge data (precomputed inverse
deltas and min/max bounds) and caches stationary/moving buffers across
calls. GpuEvaluatorFactory exposes a singleton factory method.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
"Length" is more natural than "height" for flat plate materials.
Renames the field on OpenNest.Geometry.Size, Box.Height property,
and all references across 38 files.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Narrow remnant strips now get more parts by:
- Sweeping rotations every 5° when the strip is narrower than the part
- Including all pairs that fit the strip width (not just top 50 by area)
- Placing individual parts from incomplete pattern copies that still fit
- Using finer polygon tolerance (0.01) for hull edge angle detection
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Add PushDirection.Right and PushDirection.Up to RotationSlideStrategy so
parts can approach from all four directions. This discovers concave
interlocking arrangements (e.g. L-shaped parts nesting into each other's
cavities) that the original Left/Down-only slides could never reach.
Introduce BestFitCache so best-fit results are computed once at step size
0.25 and shared between the viewer and nesting engine. The GPU evaluator
factory is configured once at startup instead of being wired per call
site, and NestEngine.CreateEvaluator is removed.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- Move BuildPairParts to BestFitResult.BuildParts() instance method
- Extract BinConverter (RectanglePacking) for Part/NestItem/Bin conversions
- Extract RotationAnalysis for FindBestRotation and FindHullEdgeAngles
NestEngine reduced from 484 to 287 lines — now purely orchestration,
strategy selection, and comparison logic.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- Fill(NestItem) and Fill(List<Part>) now delegate to their Box overloads
- Add Part.CreateAtOrigin() to replace repeated 4-line build-at-origin pattern
used in NestEngine, RotationSlideStrategy, and PairEvaluator
- Remove dead code: FillArea overloads, Fill(NestItem, int), FillWithPairs(NestItem),
ConvertTileResultToParts, PackBottomLeft.FindPointHorizontal, Pattern.GetLines/GetOffsetLines,
unused count variable in FillNoRotation
- Simplify IsBetterValidFill to delegate to IsBetterFill after overlap check
NestEngine reduced from 717 to 484 lines.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
The perpendicular sweep started at perpMin (e.g. -8.75) which with
coarse step sizes never landed on offset=0, missing the perfect
side-by-side and stacked same-orientation patterns for rectangular parts.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>